Oh no.

I'll be honest. While developing this portfolio, I prioritized the exciting and creative aspects and neglected the functionality on smaller screens.

Despite my oversight, I hope you won’t be deterred from exploring my portfolio on a larger screen. You can also check out my resume.

Psst, if you don’t mind viewing broken non-responsive pages, feel free to click here for a sneak peek.

Designing and developing the 3D-game Splash released on Steam.

Designing and developing the 3D-game Splash released on Steam.

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Splash is a fast-paced arcade-style shooter with bouncy physics, smooth animations and vibrant colors. It has a distinct retro arcade feel. Wave mechanics, simplicity and a highscore make for a classic arcade experience where what you see is what you get – over and over again.

I had been making small games from time to time, and wanted to create a more immersive 3D experience. I developed Splash on evenings and weekends, just for fun, learning the ins and outs of game development - from design to coding, 3D modeling, animation and sound design. All of the game’s assets, animations and code were created by me in Unity, Blender and C#.

Splash was released on Steam in 2018 and has over 4 000 downloads.

Project

Indie game

My role

Everything

Game design

Game development

3D modelling

Animation

Sound design

UI design

Production

Date

2015 – 2018

Credits

Anfrando Maiola, Music

“Splash really reminds me of the golden age of arcade machines.”

Steam Review

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

01. Deciding to make a game

I wanted to take on a bigger challenge and create something cool. I decided to create Splash as a way to take a big development project from start to finish, go through a full game development process and learn new stuff - including 3D modelling, programming in Unity and 3D level design.

3D model of game characted
The main character. Modeled and animated in Blender.
Textured 3D model of game character.
The main level. Created in Unity.
Textured 3D model of game character.
The main character. Rendered in Unity.

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

02. Exploring what’s inherently fun

My main focus with Splash, besides learning new tech, was to explore what makes an interactive experience inherently fun. I analyzed how other games create instantly rewarding gameplay, and tinkered a lot with detals such as physics, controls and animations.

I designed running, jumping and shooting to be fun in and of itself. Smooth animations, quick responsiveness, bouncy balloons and catapulted ragdoll enemies are designed to keep players playing just for the rewarding gameplay. An upbeat 80s synth-soundtrack by Koto combined with cute sheep sounds and bouncing balloon-sounds everywhere make for an intense and fun soundscape.

Spacing guidelines in the new design system.
The enemy AI runs towards the player and tries to avoid being hit.
Design system foundations. Defined during rebranding process.
All 3D assets were created in Blender.
Design system foundations. Defined during rebranding process.
Bouncy physics and snappy controls make the gameplay fun.
Button component in Figma
Kids playing an early version of Splash at an exhibition.

I studied old arcade games to analyze how fun gameplay emerges from minute details. I focused a lot on making the physics, controls and animations feel inherently rewarding.

Button component in Figma
Ragdoll physics slung away dead bodies based on how the balloon hits the sheep.
Button component in Figma
The sheep can double-jump for an extra boost.

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

03. Releasing Splash on Steam

Developing an indie game from start to finish is challenging, and I was determined to see the project through. So I designed the game in a way that provided me flexibility in terms of scope. This allowed me to adapt the game to my evolving interests throughout the process.

I focused on learning all required development tools and processes during the first year, following a more structured process involving game design documents, requirements and concept art. I then transitioned into a more fluid approach, rapidly prototyping and improvising as I grew more comfortable with the game. In the final phase, I worked in sprints, prioritizing rigid deadlines and a minimum viable product mindset to keep my focus on successfully launching the game.

Textured 3D model of game character.
A sheep relaxing by the river.

Splash was released on Steam in May 2018, and is available on Windows and Mac. The game has over 4 000 downloads and has gotten 94% positive reviews.

Check out Splash on Steam

The new product page design on mobile. Cleaner UI and sticky buy-button.
The main menu.
Product page on desktop. Redesigned both visually and functionally.
The UI when pausing the game.
Product page on desktop. Redesigned both visually and functionally.
The player can control the camera angle.
Product page on desktop. Redesigned both visually and functionally.
Splash has a highscore leaderboard.

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